﻿using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace Sega_Dama_3D
    //Genero:Tabulero  + Rpg
    //By  Hans Peter Arnt Copy  Percy primo ko..
{
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

         //Objeto3D personagem;
       
         //Objeto3D Tabuleiro;
        

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            graphics.PreferredBackBufferHeight = 620; // de altura
            graphics.PreferredBackBufferWidth =  848; //  de largura
            //graphics.IsFullScreen = false; // desabilita o modo tela cheia
            graphics.ApplyChanges(); // aplica as mudanças
            Window.Title = "Sega_Dama Ver Apha"; // define um título à janela
            // nao deu certo
            //Window.ScreenDeviceName.ToCharArray(char["ola"];

            base.Initialize();
        }
        

        
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            SceneManager.setScene(new Menu());
        }

        
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here
            SceneManager.update();

            base.Update(gameTime);
        }

    
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            SceneManager.draw(spriteBatch);

            base.Draw(gameTime);
        }
    }
}
